/// <summary> /// The main entry point for the application. /// </summary> static void Main(string[] args) { using (MapEditorMain game = new MapEditorMain()) { game.Run(); } }
// Use this for initialization void Start() { Instance = this; fileDirectory = Application.dataPath + "/Data/"; deployableTypeDictionary = new Dictionary <Deployable.DeployableType, Deployable> (); DeployableList.Reverse(); foreach (Deployable deployableObject in DeployableList) { deployableTypeDictionary.Add(deployableObject.GetDeployableType(), deployableObject); // dynamically create deployable buttons GameObject newButton = (GameObject)Instantiate(DeployableButton); newButton.transform.SetParent(DeployableButtonParent); newButton.GetComponentInChildren <Text> ().text = deployableObject.GetDeployableType().ToString(); Button button = newButton.GetComponent <Button> (); // this temp variable is useful in this foreach block Deployable deployableTemp = deployableObject; button.onClick.AddListener(() => OnDeployableButtonClick(deployableTemp, button)); } layerToSelectDictionary = new Dictionary <int, Deployable.DeployLayer> (); layerToSelectDictionary.Add(0, Deployable.DeployLayer._Null); layerToSelectDictionary.Add(1, Deployable.DeployLayer._WalkableLayer); layerToSelectDictionary.Add(2, Deployable.DeployLayer._BuildableLayer); layerToSelectDictionary.Add(3, Deployable.DeployLayer._GameObjectLayer); }